im currently trying to figure out some of the unknown variables in the ai, specifically the drop/steal items and the stolen flag, so that my ai can be even more customizable
. i did manage to find something i can use as a temporary replacement though, and that is the set of flags/variables that i found for the gil/item returned by an enemy (such as the vice) that can steal from you, where the reward is given to you upon their death (dialogue box shows your reward).
if i can't find the steal/drop items/rates through ai, then this would be a good secondary thing, as you can still create a random chance of receiving the item, though their regular items could still drop as well, and possibly create a second steal item by doing the same thing, but checking for steal/mug/steal as well effect or such, using a random chance, and turning off/on the dead unit flag (which may or may not trigger the item to be given, not quite sure, as i have done little testing on these, other than to pinpoint their location) to give the item.
probably hard to understand my rambling (i do that a lot
), but here are the variables to use for each:
4280 - the gil variable, up to 65535 given, two bytes
4290 - item given back, 0-127 is items, 128-255 is weapons, 256-287 armor, and 288-320 is accessories, materia can not be gotten from what i have seen (some over 320 can cause it to crash, others give a bugged item)
these should be a good find for any ai edited mod, as there is more freedom with items, essentially allowing there to be any item dropped. i am trying as hard as possible to find the drop/steal items/rates, but so far it isn't going too well... but i will keep trying anyway
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i have an idea for you, which could take some time, but would increase the difficulty some. if you go through all normal encounters (non-ambush/preemptive fights) and set their special battle modifier (offset 0x12 in the setup 1 data) to 08, it would make your party locked in the front row, disabling the change command as well, so that it would force the player to always take the maximum from attacks. the only foreseeable problems would be with regular preemptive and ambush fights (where either you or the enemy is attacked from behind), as changing rows is still possible there.